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Messages - Madlampy

Pages: [1]
1
Variant Classes Mod / Re: Variant Classes
« on: June 17, 2017, 08:20:02 am »
Darklite - Seems to be working properly, not sure about the balance on it as the summons seem to permanent. Also are the various abilities like Malevolence meant to hurt the user?

Dark Noxmer - Testable abilities tested in world and on dummy. All statics showing right, atk speed buff visible, damage skills working and scaling with abilities and weapon changes.

Tenebris - testables tested in world and dummy. Passives and statics working, procs working, couple of things no way to see if working or not.

Dragoon - tested in world and dummy. all statics and passives tested, combo timing checked, maybe just me not used to lvl 100 but some abilities seem quite high damage.

Dread Pirate - Tested in World and Dummy. Statics and passives applying fine including weapon reqs, bosun summon checked and tier conditions working right, not sure about balance but the class seems fun.

Right, gonna keep going with my Elite Cannon/Summons build and see if it handles solidly past act 1.

2
Also if you read this Doudley...

I'd like to use a fair few of your mods as they seem clean and non conflicting and most importantly stable both with vanilla and other TC mods.

If you have any that you don't want used just let me know and I'll look for a variant or replacement and also let me know what credit format you prefer if they are allowed.

Plan is to use Full Credit including name and Hyperlink to original wherever possible.

3
Modding Questions / Merge Plans - Advice and eventually Permission
« on: June 15, 2017, 05:17:49 am »
Right... so out of the pages and pages of mods on steam workshop I've grabbed stuff that appeals to me and hopefully to others.

I've already managed to tweak a merge pack that is so far playing well with a lot of stuff ( currently with my own choices and also no issues with LOA 100 and Viz's Variant pack ) so I've got the method right for merging and as Phanjam and a few others helped clear up I now know that RAW conflicts can be disregarded and hand editing will only take place when we hit the DAT or LAYOUT conflicts so they can be merged.

Where I could do with some feedback is at the moment making sure I'm applying tiering correctly for the merged packs and also for their place in the launch list and then also any known issues with other commonly used mods or with binding ( I'd prefer to have everything non-binding so folk can uninstall without losing characters to respec or mod bugs ).

Obviously if the merge packs hit a final form that is going on the workshop and moddrop as "TorchMod approved community MP bundles" or whatever we call them any help with sourcing authors permissions would be good too, and like most folk if need be it'll be a tweak if we can't get permission for a specific thing and end up swapping in a similar mod from someone who is happy with it.

Final part will obviously be a set of documentation showing suitable launch orders and also conflicts/issues/mods not needed due to already being in the packs or having a similar, and often better or more stable, variant in it.

Planned Core Bundles are the following

  • Core Engine Overhaul : Things like chest fixes etc and I'd like to see the Dex = ranged damage boost incorporated if it can be fixed to affect everything but cannons and wands so that you no longer get the stupidity of shootlanders for example dumping into str. Also stuff like Use LMB as it fixes a massive QoL issue in the base game.
  • Class Overhaul : Various small QoL fixes here rather than major shifts, that is for personal choice with mods, like Haettes' engineer fixes etc and also maybe an adapted version of the Improved Summons  ( both mage and engineer ) with tweaked damage/durability to offset the now permanent durations. Possibly also Wand Homing projectiles?
  • UI/Stash Overhaul : let's face it... no one that can follow simple modding instructions is playing with standard stash these days. I propose that 1600 shared & ESO is the basis for stash/equipment and then for UI I'd like to fold in the various indicator mods. Not sure if I would have fishing and health as defaults as a lot of folk like lurkers. After that possibly stuff like FatStacks if it doesn't conflict.
    Please note that UI skins will be personal choice, this is not intended as a way to force everyone to play a D3 skin for example ;)
  • Art overhaul : Blanks/Chunky, whatever the preferred Retex is, Aesthetics Pack and personally I'd like to see Ubuntu Font as a default. My biggest niggle with vanilla TL2 is that font is hard to read and combat is just ugly. Open to suggestions to anything else to go here
  • QoL bundle : Petnag, 6 enchanters in 1st Town, Lorms Fishmonger, whatever the preferred Respec mod is, possibly zoomy, unique beams etc etc as examples.
  • Class Bundle : Not needed it seems as we have Viz's Variant pack which does everything I'd planned anyway.
  • Pet Bundle : Not sure if it would be doable. Basically a roundup of all the various pets like Gao's and Vex etc that allows proper selection at creation without the issue of it stealing slots from vanilla pets or having wonky mesh/frame calls.

Now to my brain the load order would be like this as an example

any UI skin
any class mods over bundle changes
Pet Bundle
Variant
Art Bundle
UI Bundle
QoL Bundle
Class Overhaul Bundle
Core Bundle
Synergies

If I've got that tiering wrong please tell me and also preferably a quick explanation why if possible, I've already found out by trial and error that for some things my ordering logic is flawed.

If that lot seems right and also seems like something that folk would be willing to help with questions on as a possible TorchMod Approved MP release ( and ofc folk can use it single player ) then I'll start fleshing out the bundle contents and options before testing.

Also later on any tips on how to stop synergies/TLE conflicts will be greatly appreciated as will any advice on stopping things binding to saves.

4
Say Hello / Time to say Hellopers :D
« on: June 15, 2017, 04:35:17 am »
First up a quick intro.

Alan in real life, Madlampy on steam and some other places and often hiding under the name Vonbek/RaaR/Pingu in many games/QA notes/Test Logs/unreleased items.

To anyone that's ever played WoW on EU servers...

You might also remember Flaargle, Madpingu, Odin ( Aerie peak and shadowsong ), Raarmoo, pretty much all the Vons ( Vonbek, Evilvonbek, Vonhelsing, Vonhammer, Vonbaer, etc etc etc ), Moarpowah ( because some sod beat me to dwarfpowah ) and a few others besides.

Also to anyone that ever raided in Vanilla or TBC with the guys from Paragon or SiGMA I was that Scottish voice on Vent telling you to get out the damn fire ;)

New to TL2 ( had torchlight and played it vanilla on and off for years ), not new to hand editting and QA for mods and games both in a hobby/support format and also in quite a few instances Tech Alpha/QA Beta format for some big games and others that died a death either before launch or not long after, and while not usually seen as an author credit have support credits for quite a few mods for a few bigger games out there.

I'm still getting used to GUTS so bear with me, and also the tiering priorities... but at the same time I'm a vet for things like hard editing LUA and SCAR over multiple game engines so it's a matter of time more than anything else rather than can I grasp the format and tools.

I've got a fair amount of time just now due to a family bereavement and also a couple of injuries so any QA/Test requests can usually be handled, but bear in mind due to paperwork for Dads' will and appointments it may be a few days before I can reply with results unless you catch me on Discord and I can say yes or no to testing right there and then.

Always up for advice and tips, and usually able to help as long as folk explain what they need.

Special Skills :
  • Previous QA, early design and balance, and Modding experience
  • Vanilla to WoD Raider/Raidleader playing several classes at HC/40 ( now called Mythic ) and others at either 20/Normal if anyone needs help with skill handling/class core skills/class lore or behaviours
  • Brain that will actually listen to other people
Current plans :
  • QA test for Viz for Variants to see if any broken skills are there
  • Help Viz with WOW Paladin if needed
  • Show ignorance of game and mods by proposing a set of bundles to make MP play more consistent ( preferably that play nice with TLE and Synergies ), and also full documentation with them stating what mods not to use with them due to being uneccessary
Catch you all here or discord ;D

5
Variant Classes Mod / Re: Variant Classes
« on: June 14, 2017, 02:34:39 pm »
Test so far.

Ember Blade tested in world and 1st town, abilities working as described. Needs more charge generators and battle focus seems to be the only thing generating charge that isn't a passive proc on... spending charge   :(

Assassin tested. Again works as described, passives that I could get to proc or check all working as described. kind of a weird class but then again 1st run with it so probably just me not having a clue about rotation or stats.

Blade Dancer tested. Abilities proccing and working as described, passives applying properly. Seems like it could be a bit OP, not sure if you're planning edits but some of the tooltips could probably do with some TLC for grammar and clarity. ;)

I'll do a quick test on another 3 tomorrow, and as said in Discord if you need a hand with bouncing ideas about for the Paladin gimme a shout as I'm an ex WOW raid leader who mained Paladin, Bear and Rogue from vanilla onwards till I got bored again in Warlords of Farmville ( and has played everything else at some point up to low level raiding stages including kung fu pandas ).

6
Yeah man as far as I know you can just start a few project in GUTS, collect all the files you want in the bundle in their correct locations in the media folder (no problem copying them in from other projects), then when you publish it GUTS will make those raw files automatically.

I tend to ignore them completely, as raw files are generated automatically by guts when compiling a mod.

So all I really need to be worrying about is multiple references to things like layout or .DAT files and just merge those by hand?

7
As title says.

Trying to build a few "core" bundles for personal use and while the first "core engine" bundle works fine and has no issues I've hit a snag while trying to create a Class Bundle with a few QoL Tweaks like the Altered Summons for engineer and scrolls.

Usual culprits are Affixes.Raw, Units.Raw and Unitdata.Raw along with sometimes Skill.Raw in 2 cases.

Also I'm using Sublime for text editing, anyone able to advise on an editor for RAW files?

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